Aran (5e Subclass)

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Aran[edit]

Fighter Subclass

Aran is a fighter subclass that specializes in the use of polearms and ice to perform combo attacks. Capable of reducing the speed of opponents and reacting to their movement, Aran is specialized in battlefield control.

Polearm Mastery

Starting at 3rd level, you can keep your enemies at bay with reach weapons. When you take the Attack action and attack with only a polearm (glaive, halberd, quarterstaff, or spear), you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.

In addition, while you are wielding a polearm, other creatures provoke an opportunity attack from you when they enter your reach.

Combo King

Also at 3rd level, if you kill a creature on your turn in combat, any attack you make before your next turn in combat deals an additional 1d6 damage of your weapon's type.

Snow Charge

At 7th level, using a bonus action, you may infuse your polearm with powers of the ice spirit. While this infusion is active, you cause additional 1d4 cold damage with your attacks using this weapon. This effect lasts until the start of your next turn.

Any creature that takes cold damage from your polearm have its movement speed reduced by 10 feet until the end of their next turn. You can't affect the same creature more than once with this movement reduction.

Maha's Domain

At 10th level, as an Action, you can summon a giant polearm in an unoccupied space within 5 feet of you, that turns the terrain in a 60-foot radius around it into difficult terrain for enemies.

Any friendly creature that start its turn in this area regains 1d4 hit points. Finally, if you are poisoned or blinded when you use this feature, the condition is removed.

The polearm disappears after 1 minute, if you choose to dismiss it as a bonus action, or if you are unconscious. Once you use this feature, you can't do it again until you finish a long rest.

Rolling Spin

At 15th level, once per combat you may make an attack with your polearm by spinning clockwise in a circle dealing damage to each creature caught in your Attack reach. You must make a separate attack roll for every creature in this attacks range.

Maha's Carnage

At 18th level, by expending one use of your Action Surge, you can make a melee attack against one enemy. This attack, in addition to the normal effects of an attack, creates a gust of snow and ice in a 30-foot cone, based on the direction of your melee attack. Every creature in range of this gust (including the target of your attack) makes a dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). Creatures in the area take 3d10 cold damage and 3d10 force damage on a failed save, or half as much on a successful save.

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